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Showing content from https://docs.unity3d.com/ScriptReference/iOS.Xcode.ProjectCapabilityManager.WriteToFile.html below:

Unity - Scripting API: iOS.Xcode.ProjectCapabilityManager.WriteToFile

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Declarationpublic void WriteToFile();

Description

Saves the project file to disk.

using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditor.iOS.Xcode;

public class Sample_WriteToFile_Capabilities { [PostProcessBuild] public static void OnPostprocessBuild(BuildTarget buildTarget, string pathToBuiltProject) { // Stop processing if build target isn't iOS

if (buildTarget != BuildTarget.iOS) return;

// Initialize PBXProject var projectPath = PBXProject.GetPBXProjectPath(pathToBuiltProject); PBXProject pbxProject = new PBXProject(); pbxProject.ReadFromFile(projectPath);

// Get Main target GUID string mainTargetGuid = pbxProject.GetUnityMainTargetGuid();

// Check if there's already an entitlements file created and use it. If not, create a new file called Example.entitlements string entitlementsFile = pbxProject.GetBuildPropertyForAnyConfig(mainTargetGuid, "CODE_SIGN_ENTITLEMENTS"); if (entitlementsFile == null) { entitlementsFile = string.Format("Example.entitlements"); }

// Initialize ProjectCapabilityManager and add a capability ProjectCapabilityManager capabilityManager = new ProjectCapabilityManager(projectPath, entitlementsFile, targetGuid: mainTargetGuid); capabilityManager.AddMaps(MapsOptions.Car | MapsOptions.Bike);

// Call WriteToFile to save the changes to project file capabilityManager.WriteToFile(); }

}


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